Mass Effect™ издание Legendary

Mass Effect™ издание Legendary

I don't understand why people are saying mass effect 3 is a bad game
I played all 3 games when the first came out, I still have my hard copies from the 360 days and I don't know why people ♥♥♥♥ talk mass effect 3 so much. its a really fun game, huge gameplay improvements over 3, the multiplayer was alot of fun (even if the mricotransactions were a little scummy) and played really really well.
now before anyone says anything....the ending is hot garbage, I still don't really know why EA decided to fire the writer and slap in this really really bad ending and whatever group of EA suits decided this should be fired because if they gave us a real ending we would have maybe gotten a mass effect 4, or a cool mass effect MMO but it is what it is.
on the note of mass effect games andromeda is a pretty good game for what thats worth but it suffers from very bad story writing "oh no my childs helmet broke, should I use the magic space multi tool to seal it again because were like 5 steps away from getting away or give my child my helmet and die.....mmmm I think ill die!" also alot of the characters were unlikeable, like woman in needlessly sexy outfit who has white girl issues, guy that reminds me of annoying collage guy, ADHD the character and alien guy with huge neck. the only fun ones to hang out with is da big krogan boy and the turian warrior queen (as I seen her refereed to as many times) but otherwise the movement with the jetpack was fun and the guns were cool...a little unbalanced as I figured out just min maxing weapon damage and mag capacity and use the x5 ghost with the trubocharge thing you would melt everything in the next 5 rooms and is just one mag lol
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Сообщения 121135 из 164
Автор сообщения: gerald2
imho andromeda is total crap ur decisions are meaningles they do not change nothing ,and it was one of strongest points of ME series.

It basically was the same with most of the decisions in the trilogy too though.
Remember how you could choose not to put Udina on the council in ME1? Well, all that changed is being able to talk to councilor Anderson in ME2, where he was completely unimportant just to give Udina his spot on the council before ME3 when it would actually matter?
Or how you could choose to get Ashley or Kaidan killed but they both got put in the same role after ME1 so it actually didn't really matter which one of them survived? (except of course when you like one over the other)
Or how you could choose if you let cerberus have the collector base in ME2 but in ME3 the only effect it had was changing minor dialogue and a number in the war assets?
Killing the "last" rachni queen in ME1 just for the "truly last" Rachni queen to appear in ME3?

Most (not all) decisions in the mass effect trilogy were "cosmetic" or nostalgia bait ("oh yeah, I remember that from ME1!!") at best. And that's not a bad thing, but saying that the trilogy's strongest points were decisions is just dishonest. Sure, it had decisions, but the games never really did anything big with them, except the reunification of the quarians and geth.

I agree with everything else you said though. Andromeda deservers criticism, but there's no need to lift the trilogy in a higher spot than it already is :)
You have forget Maelon researchs. If you keep it a heal may be found ? If you destroy it, it is dozens years of resaerch lost ... making heal impossible to find in time at ME3 ?

No of course, by an unexpected sleight of hands the delay is absorbed.

Автор сообщения: Töhö ᗜˬᗜ
And that's not a bad thing,

... except may be players can have the feeling authors thinks we are an band of m.orrons. It sometime also break credibility (exemple above) and, in some extend, immersion.
Автор сообщения: hurepoix

... except may be players can have the feeling authors thinks we are an band of m.orrons. It sometime also break credibility (exemple above) and, in some extend, immersion.

No, I disagree. It's already hard to program different paths in one game, but Mass Effect is a whole trilogy. If every choice would have a huge effect, you'd have to program so many paths that it'll be hard to keep up with.
Imagine ME3 without Rachni enemies (and without that side mission with Grunt) because you killed the Rachni queen in ME1.
Imagine ME3 if Cerberus wouldn't have had the collector base and wouldn't have gotten indoctrinated by the reapers.
Imagine ME3 if only Ashley gets knocked out by the robot but not Kaidan, then Kaidan wouldn't be on the citadel during the cerberus coup and wouldn't be able to protect the council.
And so on and so on.
Of course, it'd be feasible with a huge team and a lot of time, but it's not reasonable from the pov of a developer. As much as I'd like that as a player
Отредактировано Godkitty Jessie; 13 июл. 2022 г. в 8:17
Автор сообщения: Töhö ᗜˬᗜ
No, I disagree. It's already hard to program different paths in one game, but Mass Effect is a whole trilogy.

It is why bioware shouldnt had made untenable promizes. That s what I call take people for fools.

May be you can compare ME3 failure, where such mecanics had not been well managed, with Witcher 3 where it caused no problems.
Автор сообщения: Töhö ᗜˬᗜ
Автор сообщения: gerald2
imho andromeda is total crap ur decisions are meaningles they do not change nothing ,and it was one of strongest points of ME series.

It basically was the same with most of the decisions in the trilogy too though.
Remember how you could choose not to put Udina on the council in ME1? Well, all that changed is being able to talk to councilor Anderson in ME2, where he was completely unimportant just to give Udina his spot on the council before ME3 when it would actually matter?
Or how you could choose to get Ashley or Kaidan killed but they both got put in the same role after ME1 so it actually didn't really matter which one of them survived? (except of course when you like one over the other)
Or how you could choose if you let cerberus have the collector base in ME2 but in ME3 the only effect it had was changing minor dialogue and a number in the war assets?
Killing the "last" rachni queen in ME1 just for the "truly last" Rachni queen to appear in ME3?

Most (not all) decisions in the mass effect trilogy were "cosmetic" or nostalgia bait ("oh yeah, I remember that from ME1!!") at best. And that's not a bad thing, but saying that the trilogy's strongest points were decisions is just dishonest. Sure, it had decisions, but the games never really did anything big with them, except the reunification of the quarians and geth.

I agree with everything else you said though. Andromeda deservers criticism, but there's no need to lift the trilogy in a higher spot than it already is :)
You can only take this concept so far. Even at a cosmetic level, the snowballing logistics of it puts a remarkable burden on the developers.

They did an acceptable job in some areas. Conrad Verner (of all characters) stands out for example. Bumping into him on Illium and the Citadel across 3 games gives you substantive rewards in the form of Paragon/Renegade points and whatever they call karma in Mass Effect 3. The rewards could have been better of course, but whatever.

It works because Conrad is just a sideshow with minimal integration into the wider narrative however.

Things don't fall apart until they try making entire acts of the story about previous Shepherd decisions. The rachni queen is a perfect example. As a writer, what do you do when a major plot point is potentially missing because Shepherd killed her in the first game? Well, you have to replace her. Obviously. But how do you do that in such a way that you're not robbing the player of their sense of impact on the narrative by making previous decisions wholly meaningless? You simply can't.

The tragedy of it is that it was wholly unnecessary. Had the rachni simply showed up in the final cinematic fleet battle and spearheaded the assault on the reapers, I would have felt well-rewarded for saving their queen in the first game. "Now we add our voice to yours! Sing of the reapers' deaths! Sing of victory! Sing! Sing!" (cut to reapers melting under sustained zerg attacks)
Отредактировано Booba; 13 июл. 2022 г. в 9:33
Автор сообщения: Scuba Steve
The rachni queen is a perfect example. As a writer, what do you do when a major plot point is potentially missing because Shepherd killed her in the first game? Well, you have to replace her. Obviously.

Not that obvious. If you kill her, she dont appears later, you have one less mission at ME3 and a lowest overall war score. It lead however to an other problems. People may think there is good and bad decisions, and because there is an interrest to choose something rather than the inverse it can lead to a more linear game. Otherwise, but it is only my opinion, I have not problem with fact killing the rachni queen at ME1 lead to an ''amputed'' game at ME3. Decisions here have real impact.

Автор сообщения: Scuba Steve
Had the rachni simply showed up in the final cinematic fleet battle and spearheaded the assault on the reapers, I would have felt well-rewarded for saving their queen in the first game.

IIRC geths too, dont appear in final cinematic fleet battle, even you saved them, alone or with the Quarians.

For Quarians I dont remember.

For Shepard, it is obvious to me it cant come back at ME4. It was an enough complicated situation for a trilogy, it could only had been a nightmare with a quadrilogy. Killing him is however not necessary (except for drama). You just have to start a new game a century later ... and impose a canon/normalised end ... A thing that can be do easilly only if this end is consensual. Here is the licence issue.
Автор сообщения: Scuba Steve
Автор сообщения: Töhö ᗜˬᗜ

It basically was the same with most of the decisions in the trilogy too though.
Remember how you could choose not to put Udina on the council in ME1? Well, all that changed is being able to talk to councilor Anderson in ME2, where he was completely unimportant just to give Udina his spot on the council before ME3 when it would actually matter?
Or how you could choose to get Ashley or Kaidan killed but they both got put in the same role after ME1 so it actually didn't really matter which one of them survived? (except of course when you like one over the other)
Or how you could choose if you let cerberus have the collector base in ME2 but in ME3 the only effect it had was changing minor dialogue and a number in the war assets?
Killing the "last" rachni queen in ME1 just for the "truly last" Rachni queen to appear in ME3?

Most (not all) decisions in the mass effect trilogy were "cosmetic" or nostalgia bait ("oh yeah, I remember that from ME1!!") at best. And that's not a bad thing, but saying that the trilogy's strongest points were decisions is just dishonest. Sure, it had decisions, but the games never really did anything big with them, except the reunification of the quarians and geth.

I agree with everything else you said though. Andromeda deservers criticism, but there's no need to lift the trilogy in a higher spot than it already is :)
You can only take this concept so far. Even at a cosmetic level, the snowballing logistics of it puts a remarkable burden on the developers.

They did an acceptable job in some areas. Conrad Verner (of all characters) stands out for example. Bumping into him on Illium and the Citadel across 3 games gives you substantive rewards in the form of Paragon/Renegade points and whatever they call karma in Mass Effect 3. The rewards could have been better of course, but whatever.

It works because Conrad is just a sideshow with minimal integration into the wider narrative however.

Things don't fall apart until they try making entire acts of the story about previous Shepherd decisions. The rachni queen is a perfect example. As a writer, what do you do when a major plot point is potentially missing because Shepherd killed her in the first game? Well, you have to replace her. Obviously. But how do you do that in such a way that you're not robbing the player of their sense of impact on the narrative by making previous decisions wholly meaningless? You simply can't.

The tragedy of it is that it was wholly unnecessary. Had the rachni simply showed up in the final cinematic fleet battle and spearheaded the assault on the reapers, I would have felt well-rewarded for saving their queen in the first game. "Now we add our voice to yours! Sing of the reapers' deaths! Sing of victory! Sing! Sing!" (cut to reapers melting under sustained zerg attacks)

Yes, thank you, that's what I meant.
The Mass Effect Trilogy gives you choices, but it doesn't let you feel the effects in a meaningful way. And I think in that way, it's not too different from ME Andromeda.
In fact, iirc, there was one decision in MEA, where you had to decide between saving some Krogans or saving Salarians and if you saved the salarians, you semi-regularly encountered enemy Krogan mini-boss enemies. However, if you save the Krogan, those enemies don't appear in the game afterwards.
If there's one thing I would praise MEA for, it's that one single decision, because on hardest difficulty, those enemies were really annoying and you felt the effect of your story related decision through gameplay.
Автор сообщения: Töhö ᗜˬᗜ

Yes, thank you, that's what I meant.
The Mass Effect Trilogy gives you choices, but it doesn't let you feel the effects in a meaningful way. And I think in that way, it's not too different from ME Andromeda.
In fact, iirc, there was one decision in MEA, where you had to decide between saving some Krogans or saving Salarians and if you saved the salarians, you semi-regularly encountered enemy Krogan mini-boss enemies. However, if you save the Krogan, those enemies don't appear in the game afterwards.
If there's one thing I would praise MEA for, it's that one single decision, because on hardest difficulty, those enemies were really annoying and you felt the effect of your story related decision through gameplay.

Idk, what meaningful way you need. Half of Mass Effect trilogy is dialogs, and almost all your decisions will change dialogues through the series + news/extra quests.
If you play each time as full paragon or full renegade completionist with minor difference in decisions, saving everybody in sucide mission, obviously there wont be big difference. Try speedrunning the game in non-competionist way, without maxed reputation (so you'll be forced into neutral, not red/blue decisions) and you'll see staggering difference.

You can blame ME3 that it botched story in many ways and I will fully agree with that. But saying there are no consequences is wrong.
Автор сообщения: valera-wrx
You can blame ME3 that it botched story in many ways and I will fully agree with that. But saying there are no consequences is wrong.

Until ME4 release.
Автор сообщения: hurepoix
Автор сообщения: valera-wrx
You can blame ME3 that it botched story in many ways and I will fully agree with that. But saying there are no consequences is wrong.

Until ME4 release.
You cant expect consequences from 15 year old game in a new one. And no guaruntee it will ever be released, original bioware doesnt exist anymore.
How much effort and $ does it cost for the cinematic segments? I think if gaming cut down on the cinematic elements and had instead better missions and better AI -- gaming industry would improve? Way too much meaningless cinematics. What is sucking out the energy and better missions and AI in the gaming industry?
Number of years is irrelevant. What I expect have no importance nor influence. What may be important, is how customers will react accordying what is proposed.

There is a reason why Andromeda followed ME3 instead of an ME4. Waiting a few more years will not change the equation, at least for me.
Отредактировано hurepoix; 13 июл. 2022 г. в 12:29
Автор сообщения: valera-wrx
Idk, what meaningful way you need. Half of Mass Effect trilogy is dialogs, and almost all your decisions will change dialogues through the series + news/extra quests.
Meaningful, as in 'having a serious, important, or useful quality or purpose.' You don't get that with a few throw-away lines from Helena Blake, a news report or a 'thank you' e-mail from Samesh Bhatia. Even when you're rewarded with a War Asset for taking the time to incapacitate Zhu's Hope denizens two games earlier, this is just a token: a meaningless symbol to acknowledge the fact that 'yes, we did actually record this in your save file.'

It contributes nothing of substance to the actual game. And speaking for myself here: these kinds of things end up being more of a detriment than anything else. It's big galaxy but such a small, small world, crammed full of people you've already met, while its current events and recent history are wholly dominated by your own experiences.
If you play each time as full paragon or full renegade completionist with minor difference in decisions, saving everybody in sucide mission, obviously there wont be big difference. Try speedrunning the game in non-competionist way, without maxed reputation (so you'll be forced into neutral, not red/blue decisions) and you'll see staggering difference.
You really won't. No. that's the whole point we're trying to make.

Each Mass Effect installment has to stand on its own as a game, right? You can't lock whole chapters of content behind a paywall of the previous title or two. New players must get an experience as rich and rewarding as those who are returning. So how do you marry this concept of "your past decisions matter" with a whole new game?

BioWare chose the "have your cake and eat it too" route. They ended up serving a plate of amorphous mud, where every single decision was ultimately retractable and every perishable character was simply replaceable. Chose Anderson to sit on the Council? Too bad, we'd rather he was on Earth as an admiral now. Got Garrus killed in the suicide mission of Mass Effect 2? Meet James Vega! He does everything Garrus would have done, only worse. Did Ashley kill Wrex on Virmire? No problem! Here's his brother Wreav!

So on and so forth.
You can blame ME3 that it botched story in many ways and I will fully agree with that. But saying there are no consequences is wrong.
There are no meaningful consequences.
Автор сообщения: hurepoix
Number of years is irrelevant. What I expect have no importance nor influence. What may be important, is how customers will react accordying what is proposed.

There is a reason why Andromeda followed ME3 instead of an ME4. Waiting a few more years will not change the equation, at least for me.

I"m afraid you might be right. I hope gaming as a whole starts improving! They need to pay people like you and other players for advice and take heed to the advice.
Автор сообщения: Scuba Steve
BioWare chose the "have your cake and eat it too" route. They ended up serving a plate of amorphous mud, where every single decision was ultimately retractable and every perishable character was simply replaceable. Chose Anderson to sit on the Council? Too bad, we'd rather he was on Earth as an admiral now. Got Garrus killed in the suicide mission of Mass Effect 2? Meet James Vega! He does everything Garrus would have done, only worse. Did Ashley kill Wrex on Virmire? No problem! Here's his brother Wreav!
While I partially agree that a lot of the choices end up being irrelevant, I dissagree about several examples of yours.
For example, James Vega exists regardless of Garrus' abscense and with losing Garrus in ME 2 you will not get a sufficient replacement with all the assosiated dialogue and content.
Same with Wrex, although to a lesser degree and the difference is mostly in tone.
And not to mention that peace treaty between Quarians and Geth is only possible if you made right decisions in ME 2.
Отредактировано Dork_Stalker_310; 13 июл. 2022 г. в 14:18
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